Campaign:Suikogaiden Sids/something
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originally from [1]
Basics
- Campaign: golby is in too many games
- Name: Xun Qu, the Scholar of Emerald
- Concept: Enigmatic Chessmaster
- Caste: Secrets
- Motivation: Amuse himself with the various machinations of Fate
- Positive intimacies: Patience, Intellect
- Negative intimacies:
- Anima: A soft green haze around his person
- Experience: 53/53
(write experience points as "unspent / total" plx)
Background
A young scholar born on the Blessed Isle, Xun Qu could always be considered a bit..enigmatic. He was intelligent, though most of his time was spent in private, studying in quiet and working on various "projects" that he seldom revealed. What was known about him was his fascination with mental exercises - the game of Gateway was one of his favorite hobbies, and when it came to the sport, he was either a brilliant prodigy, amazingly lucky, or - in many eyes - both. Never using the exact same opening move twice, seemingly shifting his position in ways that made absolutely no sense until the final moment, Xun Qu was renowned for having dozens of strategies that he kept entirely to himself.
At age 15, he had already placed several low-ranking tournaments under his belt, and was well on his way to making a career out of the game. At age 18, he suffered his first truly crushing defeat at the hands of an old hermit who had seemingly arrived at a regional from out of nowhere. Sometime after the finals, the old man arrived in Xun Qu's cabin, insistent on finding himself a new protege in the game to pass his secrets onto before he went away. Not below rejecting such a generous offer, Xun accepted him, and their next year was spent on a journey to a supposedly 'Important Location' while he was mentored on even the smallest of subtleties in planning and foresight, lessons that expanded not only his knowledge of the game, but life, as well.
At the end of that year, the two of them passed through a great archway, vanishing from the public eye forever as the Bureau gave a collective sigh of relief at a successful - if harshly late - retrieval. They had but three months left to begin and complete the to-be Sidereal's "real" training. Xun Qu would learn to move much bigger pawns than small men on wooden boards.
Two years after his training and exaltation, Xun remains as enigmatic as ever. His loyalties seem impossible to decipher; seeming to bounce from one side of an issue to another, and finds himself largely amused by others' bewilderment. He seems largely vested in his own entertainment - obsessed with orchestrating his own grand spectacles, both on Creation and in Heaven, as if carefully playing a game of secrets and intrigue to pass time. Of course, this lack of a clear motive, paired with the strange circumstances surrounding him, arouses more than the slightest bit of suspicion regarding him...but such is life for any agent of Yu-Shan favored by Jupiter..
Appearance
Xun Qu is a somewhat-short young man, standing at a mere 5'8" and clad in an ornate, close-fitting dark green robe, crafted from fine silks and trimmed with just the slightest bit of gold. He bears a light skin tone and fairly soft features, and he exudes a calm, yet intuitive and sharp demeanor. Slick black hair falls down to his shoulders, and his eyes seem perpetually masked by the distinct sheen of light off his circular spectacles. As if from distinct habit, he seems to always have some object covering his face - be it a simple fan, a musty tome, or any other number of seemingly-convenient objects. When not reading, there is usually some codex, tome, or other old book tucked under his shoulder, though it is never exactly clear what for.
Attributes
Strength ●● Charisma ●● Perception ●● Dexterity ●●● Manipulation ●●●●● Intelligence ●●●●● Stamina ●● Appearance ●● Wits ●●●●
Abilities
Sidereal Block Resistance x Craft x Archery x Investigation ●●●●● Awareness ●●● Ride x Dodge ●●● Athletics x Larceny ●●● Bureaucracy ●● Sail x Linguistics ● Melee x Lore ●●●●● Integrity ●●●●● Survival x Performance x Presence x Occult ●●● Martial Arts ●●●● Thrown ● Socialize ● War ●●● Stealth ●●● Medicine x
Colleges
The Key ●●●
The Mask ●●●
The Sorcerer ●
Languages: Old Realm, Low Realm
Specialties
(Write here your specialties, if any)
Backgrounds
Salary: ●●● Stack Ambrosia, get bitches.
Connections (The Division of Secrets): ●● For self-explanatory reasons, Xun Qu at least sporadically engages in politics within the Division he works for.
Backing (The Division of Secrets): ●
Connections (House Peleps): ●●● Besides its control over the Imperial Navy, Peleps has more than enough dirty secrets on its hands. That's more than enough for Xun Qu to have a vested interest in them.
Sifu: ●● Xun Qu's Sifu is an elder Chosen of Secrets who assumed the guise of the old man who defeated him at Gateway so many years ago. He is calm and rational, and has an obligatory sense of mystery around him, and knows both the Violet Bier of Sorrows Style and The Art of Meditative Discussion, as well as being a master of the Prismatic Arrangement of Creation Style.
Artifact (Perfect Kata Bracers): ●●●●
Charms
- (Investigation) Third Investigation Excellency: 3m, re-roll ability roll in step 4 and choose which result to use. Raises static values by half the ability.
- (Investigation) Efficient Secretary Technique (Abil 1 Ess 2): Simple, One action. Character may consult a personal pattern spider to retrieve a simple, objective fact from the loom of Fate. The spider may also be sent to a personal library in Creation or Yu-Shan for their assistants to look up, but this takes longer.
- (Larceny) Avoiding the Truth Technique: 3m, Supplemental, Fate, illusion, Virtue *Conv: The user supplements a social action using any Ability, adding Larceny in successes to the roll. If the result exceeds the target's DDV, the target believes he saw through the sidereal's "lie" and believes whatever was said to be false.
- (Lore) Third Lore Excellency: reroll dem skillz
- (Lore) Methodology of Secrets (Abil 2 ess 2): 5m, Reflexive, User receives a vision from the Maiden of Secrets when he sleeps, and may spend 5m to understand how best to fit into that grand plan. This charm grants 3 relevant bonus specialties that may divided up among three abilities of the Sid's choosing, and may apply to a college corresponding with that Ability in astrology.
- (Lore) Of the Shape of the World (Abil 3 Ess 2): Simple, C-OK, Fate, Instant. User studies the patterns of Fate around a person, place, or object, rolling (int+lore). Each success reveals one facet of information about that target's future, though not when. Asking for a one-year timespan inreases the difficulty to 3, and a one-month timespan increases difficulty to 5. A full month must pass before this charm reveals any additional information about a target.
- (Occult) Incite Decorum: 2m, Simple, C-OK, Compulsion, Fate, Scenelong. User invokes his Maidens authority to force all Spirits with an Essence equal to or less than the user's to remain calm, reasonable, and peaceful in the Sidereal's presence. The spirit must spend 2 Willpower to instigate violence, and all charms used against the Sidereal by the spirit cost an additional Willpower to activate.
- (War) Auspicious Recruitment Drive: 5m, Simple (Dramatic), War, Instant. Reduces the time needed to build up a dot of Magnitude or heal one by half.
- (Meditative Discussion) Cautious Comments: 2m, Reflexive, C-OK. Increases DVs by (Temperance) so long as the user does not take offensive actions, up to (Temperance) actions.
- (Meditative Discussion) Well-Timed Words: 5m, Supplemental, C-OK. Supplements a single attack, rolling (Manipulation+Temperance) versus target's (Valor) regardless of whether the attack hits. If successful, the opponent loses the user's (Essence) in dice from all offensive actions until he ceases offensive actions for (Attacker's Temperance - Victim's Valor) actions, to a minimum of one.
- (Meditative Discusssion) Patient Questions: 2m, Simple (Speed 4, DV -0), C-Basic, Stackable. The user actiates this charm, spending a number of Guard actions rqual to the opponent's (Essence) juding that opponent; counting the action in which he uses the charm. Guards do not need to be consecutive. At the end of that period, the charm reveals a strength or weakness of the foe's combat prowess, Charms, or tactics, or alternatively the user adds a bonus of one success to his attacks or +1 DV against that target, up to (Essence) total.
- (Meditative Discussion) Instruction In Self: 6m, Simple, Form-Type, Scenelong. User adds (Temperance) to DV's and may parry Lethal attacks barehanded, and adds (Temperance) to his lethal soak.
C-C-C-Combo's
Essence
Essence: ●●●
Regeneration: (twice the rating of your hearthstone(s) when active, 4/hour more when relaxed, 8/hour more when sleeping)
Personal Essence Pool: 9/14
Peripheral Essence Pool: 30/36
Committed Essence:
Willpower
Willpower: ●●●●● ●●●
Temporary: 8/8
Virtues
Virtues:
Compassion ●● Conviction ●●● Temperance ●●●●● Valor ●●
Virtue flaw: Temperance
Limit: □□□□□ □□□□□
Limit Break Condition:
Inventory
Perfect Kata Bracers, Starmetal (Art 4)
Manses and Hearthstones
Combat
Dodge DV: 4
Dodge MDV: 7
Soak: 0A/1L/2B
Pierced: 0A/1L/2B
Hardness: 0A/0L/0B (armor only)
Attacks
Punch (Speed 5, Accuracy 8, Damage 2B, Parry DV 5, Rate 3, Tag N)
Kick (Speed 5, Accuracy 7, Damage 5B, Parry DV bad, Rate 2, Tag N)
Health
□ -0
□ -1
□ -1
□ -2
□ -2
□ -4
□ Incapacitated
□ Dying
one Dying level per dot of Stamina
Advancement
2 BP: Artifact dot for PKB 2 BP: Integrity 5 3 BP: Temperance 4 3 BP: Valor 2 3 BP: Temperance 5 2 BP: Investigation 5 2 BP: Lore 5 1 BP: MA 4
Shopping list
it's also helpful (but optional) if you write out charms you intend to buy